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Found 5 results

  1. Inspired by @Scarlet Shocker's "The 105; the Worst of the Bunch" post. I'm curious what people think the absolute worst performing MM combo is? I will roll and level whatever combo is chosen as the worst combo in this thread, to see what can still be done with it. 🙂 To narrow things down into a manageable poll. I'm working from the assumption that Trick Arrow is considered the most underperforming MM 2ndary. And that Thugs, Bots and Demons are widely considered the top pet sets. That leaves Beast, Necro, Ninja or Mercs paired with TA as the most likely suspects for worst performing MM pairings. But just in case you disagree I included a none of the above option and you can reply in this thread with your write in vote.... **Update** Ninja/TA was voted as worst combo, and as promised I rolled one to see what I could do with it still. Finally finished grinding all the T4's, so my first stupid test was a solo MoITF at +2/+8 with further restriction of nothing from email or outside mishes and only sm inpirations to start. I was able to do it on Beta, but having completed this on Beta, but died once in final AV fight. (Sadly the recent change to MM Goto controls for melee pets makes it nearly impossible to keep the T1 Ninjas alive in the final AV fight.) Write up here:
  2. So it's looking like I'll need to roll a Ninja/TA MM as that's what leading as worst MM combo poll. So I'm starting to work on build plans and testing for any proc slotting tricks that can be leveraged. I'm fairly new to /TA having only played one back on Live and some here on Beta: What strategies and tricks are there for /TA MM's to use? How do you prefer to initiate fights? What powers work well in tandem? Including with those from Power Pools and Epics? Etc. In terms of just procs IOs and powers here's what I have so far regarding TA: Am I missing anything? Entangling Arrow Power- Long Immob on low cooldown should allow to stack significant singel target Immob. Procs - 4s Cool Down and 1s Activation mean procs chances won't be great. Looks like 29% for 3.5PPM. Could use 1 x Immob Dmg, 1 x Slow Dmg, and 1 x Immob Purple Chance for Hold. But that's only an avg of 20.9 dmg per proc on a single target and 29% chance for Mag2 Hold. Not worth slotting unless I end up with slots to spare. Flash Arrow Power- The -Tohit portion is a small -3.75% that won't be very impactful or worth enhancement slotting. But maybe there are some tricky strategies or combos that can exploit the -90% perception? I haven't used -Perception Debuffs heavily before, so I'm not all the clear on how it works once you have aggro. Seems to just entirely stop working once you've pulled aggro. If that's correct then will only be useful to get closer to mobs or help prevent unintentionally pulling nearby mobs. I could see skipping this on a tight build, but in tests was useful for /TA's shorter ranges, in additional to helping avoid the accidental aggro that MM's are so prone too. But if you skip, you'll basically be be limited to taking an early single target MM attack in it's. place. For Ninjas the best of the two is Aimed Shot which still relatively low dmg and with a 4s cooldown won't be very proc-able. Procs - Massive 35' Radius creates low proc chances dropping 3.5PPM down to 18.9%. Can only slot 1 dmg proc. The other options 'Chance for -25% Rech' and 'Chance for +Tohit' are not very impactful. Probably not worth slotting for procs. Slotting even one proc means this power is no longer aggroless, severely limiting the utility. Glue Arrow Power- Very strong Slow Movement that can reach up to 179% over a large radius. This power could prove very useful in strategies that kite and keep enemies at range from your MM. Procs - Long 60s Cooldown with zero recharge slotting makes for strong 90% chance on 3.5PPM despite the large 25' radius. But can only slot a single Dmg proc. And one 'Chance for -Rech' It's not going to be a great proc power, but that one proc will get 3 chances to proc over duration. So if you're going to use it regularly anyway for the massive Slow, then might as well get the free dmg from that one proc. Ice Arrow Power - With global recharge and some hold enhance can easily be made into a perma Mag3 hold. Procs - Longish 18s Cooldown on single target makes for strong 90% proc chances. Can take 5 x Dmg procs turning into a respectable attack. With 0% Rech the Lockdown 'Chance for Mag2 Hold' still has an 82% chance turning the power into a fairly reliable Mag5 hold. Superior Entomb 'Chance for Absorb' proc even with the it's 23% recharge enhancement still has a 81% chance. That Absorb might be a useful little bit of sustain. But this won't be nearly as useful while leveling since the standard Entomb with it's 2PPM value will only have a 51% chance. Poison Gas Arrow Power - Strong -18% Dmg debuff over a wide aoe. The Mag2 sleep is much more impactful than I expected on paper as it seems to keep re-applying the sleep, so even attacks don't necessarily wake enemies backup. Unfornately, many of the other debuff powers and pets continually interrupt the sleeping making this not as useful a control power. Oil Slick's KD's wakes up enemies, as does the DoT from Acid Arrow. And some of the pet powers significantly work against the sleep too. For Ninjas the culprits are the DoT's like Oni's RoF, Jounin's Caltrops. Since there no useful procs for this power, If you were going to build around it, then optimal use would probably be maxing recharge enhancement and global recharge to allow some double stacking the sleep patches and then use when Oil Slick is down or to deal with extra mobs being pulled. But it will mean carefully not using other powers like Acid Arrow, and even then your pets will likely use a DoT power. Procs - I was curious what the mechanics would be on the Heal proc given that this seems to summon a psuedo pet. In my tests it triggers once on cast, but due to the psuedo pet it does not have a chance to proc more than a single time because it's procing on summon, rather than per enemy. A single 5% heal on long cooldown isn't worth the slot. The Psuedo pet means the 'Chance for Placate' proc does nothing. (This is really a shame because there's a super cheesy mechanic that I've been wanting to more thoroughly test when you have both an aoe taunt and aoe placate....taunt forces enemies to attack you, but placate means they can't....) Acid Arrow Power - Small Radius, but good -Res debuff that doesn't with duration equal to cooldown meaning it doesn't need any any recharge enhancement to maintain. Procs - Low cooldown but relatively small radius make for acceptable proc chances in a power that's up frequently. Can hold 4 x Dmg and 2 x -Res procs. Might be worth taking an Alpha with Accuracy just to be able to 6 slot procs in this power. Disruption Arrow Power - Small Radius, but good -Res debuff that doesn't with duration equal to cooldown meaning it doesn't need any any recharge enhancement to maintain. Procs / Slotting - No procs that can be slotted. Needs some Recharge Enhancement to make perma, but it appears not to stack so not much value in having it up more than its 30s duration. Oil Slick Arrow Power - Long Cooldown, but large radius and strong mitigation with KD. When ignited Burning Oil Slick can do signficant damage. The Ninja's T3 Pet (Oni) can reliably ignite the Oil Slick with it's Rain of Rire, but that's on a long cooldown, so it's very random it will land at the right time. MM will it's own source of Fire or Energy Dmg to reliably light the patch. This is probably the signature core power for /TA. But you'll need significant global Recharge to be able to use it every spawn. Since the proc chances are already fairly low, it might be worth giving up on procs and slotting for Recharge Enhancement. But despite the low proc chances, given the duration you should get at least 2 - 3 chances to proc depending on when the patch is ignited. So not proccing is definitely giving up some damage against large mobs. Procs / Slotting - Proc chances seemed rather low in my tests. From @Bopper's PPM thread it sounds like Oil Slick with 3.5PPM should have around 15% chance to proc, which is not great. But in my few tests seems possibly even worse than that. From reading through other forum threads it seems like the two psuedo pets have separate chances to proc the different procs types. *Edit* [So with a helpful clarification and correction from Bopper] It seems that procs from TAoe only proc when the patch is ignite. But procs from Def Debuff and Slow should fire in both Psuedo pets, making them obvious better proc choice. Overall, I was not impressed by the proc results I got, but I probably need more testing before a final decision. If slotting for procs it seems that Slow and Def Debuff procs should have priority and TAoe procs only slotted if excess slots were available. EMP Arrow Power - Looks like a ranged, but otherwise much worse version of /Rad's EMP Pulse. 300s Rech means it won't be up enough to use as part of your rinse-repeated fight strategy. The MM massive 29 Endurance version will make the -1000% Recovery even more painful to work though. Would be nice to have against robots and machines, but I'm thinking overall very situational and skippable. *Edit* it does have a -1000% Regen, but at only a 15s duration not sure how valuable that will be. Procs / Slotting - Could certain be procced out at 90% chance, even when slotted way over 100% Recharge Enhancement. But at 300s base cooldown, you just won't be able to use this very often and when you do you'd have to be prepared for the -Recovery debuff. I'm going to be running Manuevers, Tough, Weave, Epic Shield, and maybe Assault and/or Tactics. That will be a lot of toggles to survive through the -Recovery... Overall Level 50 Solo Strategy Working in Mid's it became apparent that without any Def or Res buff from the 2ndary, I simply wouldn't be able to hit the good soft capped numbers I'm used to without very significantly undermining slotting in other powers. /TA is just not going to make the in your face Tankermind type of MM I usually build towards. Even getting more limited Def numbers gave up enough global recharge that Oil Slick will probably be more like every other spawn. What I end up settling on and what's worked best so far strategy wise was, Building for one sm purple insp away from soft cap of Ranged/Energy/Negative Def, and getting S/L Resistance capped at 75%. This combined with Bodyguard mode, and TA's soft control mitigates most of the damage my MM takes The opening fight strategy is using debuff patches to open and keep enemies in place Then use Provoke to keep the enemies stuck in the patches and attacking my MM at range, while the Ninja pets run into fight at melee. This seems to keep most of the damage off my pets. At this point use Epic aoe Immob as needed to keep enemies in place in the patches If enemies begin to escape patches, then you kite to the side of the patch using Provoke to get them to chase you back into the patch to their doom... I'm having a really tough time settling on Power Pools. I think I simply have to have Manuevers and the Fighting Pool for suvivability. Beyond that Hasten with Global Rech gets Oil Slick cooldown low enough to use every spawn. Medicine would be great for healing away dmg, and topping off pets between mobs. Hover would be very helpful for staying at range against AVs. But I can at most take two of those pools. I'm leaning towards Medicine being the one to give up. It needs 3 powers and even then the animation times of Aid Self and even Aid Other are terrible. Since Aid Other is single target it's much too slow to keep all pets healed in battle. And Aid Self with it's 4.48s animation is even pretty bad for a self-heal. Probably better to accept some pets will die and use Insp combining or Destiny Rebirth for heals. I need to test against some AV fights, as that will be the real struggle.
  3. I figure there's 105 different combos of MM as the game stands currently. What's the worst? By which I mean the least capable, the most horrible to play, the least effective? And why? And why did you play it as long as you did?
  4. This is my first post since being back in CoH; so if I'm in the wrong spot, or do something insanely stupid in my build, please take pity on me. 🙂 This is the preliminary build plan for my Robots + Storm Summoning Mastermind. I play in the Rikti Mothership Raids a lot, so this guy is designed for helping push Rikti sitting on the bowl's edge into the bowl so they can be slau.. defeated. It is also setup as a secondary support character. As of this post, the character is level 46. Build Goals Normally I *really* like MASSIVE amounts of global recharge. Unfortunately, I figured out early on that this build does not benefit from that as much as pretty much EVERY build I've done before. So MASSIVE recharge is the default, when everything else is equal. I *think* Damage and Defense should be my primary build goals, with resistance taking a close second. Can you please help me out? Character Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Leadership Power Pool: Medicine Ancillary Pool: Mace Mastery Character Profile: ------------ Level 1: Battle Drones (A) Sudden Acceleration - Knockback to Knockdown (3) Superior Command of the Mastermind - Accuracy/Damage (3) Superior Command of the Mastermind - Accuracy/Damage/Recharge (5) Superior Command of the Mastermind - Damage/Endurance/Recharge (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (25) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura Level 1: Gale (A) Kinetic Crash - Accuracy/Knockback Level 2: O2 Boost (A) Panacea - +Hit Points/Endurance (7) Panacea - Heal/Endurance (7) Panacea - Endurance/Recharge (9) Panacea - Hea/Recharge (9) Panacea - Heal/Endurance/Recharge Level 4: Mystic Flight (A) Soaring - Endurance/FlySpeed Level 6: Equip Robot (A) Recharge Reduction IO Level 8: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Red Fortune - Defense/Endurance (27) Red Fortune - Defense/Recharge (27) Red Fortune - Endurance/Recharge (29) Red Fortune - Endurance (46) Red Fortune - Defense/Endurance/Recharge Level 10: Steamy Mist (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (11) Reactive Defenses - Scaling Resist Damage (11) Shield Wall - +Res (Teleportation), +5% Res (All) (13) Gift of the Ancients - Run Speed +7.5% (13) Impervious Skin - Status Resistance (15) Impervium Armor - Psionic Resistance Level 12: Protector Bots (A) Sudden Acceleration - Knockback to Knockdown (15) Expedient Reinforcement - Accuracy/Damage (17) Expedient Reinforcement - Damage/Endurance (17) Expedient Reinforcement - Accuracy/Damage/Recharge (19) Expedient Reinforcement - Endurance/Damage/Recharge (19) Empty Level 14: Injection (A) Dampened Spirits - Recharge Level 16: Freezing Rain (A) Ragnarok - Damage/Recharge (21) Ragnarok - Accuracy/Damage/Recharge (21) Ragnarok - Accuracy/Recharge (23) Ragnarok - Damage/Endurance (23) Ragnarok - Chance for Knockdown Level 18: Spirit Ward (A) Preventive Medicine - Chance for +Absorb (34) Preventive Medicine - Heal (37) Preventive Medicine - Heal/Endurance (37) Preventive Medicine - Endurance/RechargeTime (40) Preventive Medicine - Heal/RechargeTime (43) Preventive Medicine - Heal/RechargeTime/Endurance Level 20: Hurricane (A) Force Feedback - Chance for +Recharge (34) Explosive Strike - Chance for Smashing Damage Level 22: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Rune of Protection (A) Steadfast Protection - Resistance/+Def 3% (29) Impervious Skin - Status Resistance (31) Impervium Armor - Psionic Resistance (31) Unbreakable Guard - +Max HP (31) Unbreakable Guard - Resistance Level 26: Assault Bot (A) Sudden Acceleration - Knockback to Knockdown (33) Expedient Reinforcement - Accuracy/Damage (33) Expedient Reinforcement - Damage/Endurance (33) Expedient Reinforcement - Accuracy/Damage/Recharge (34) Expedient Reinforcement - Endurance/Damage/Recharge Level 28: Aid Self (A) Numina's Convalesence - +Regeneration/+Recovery Level 30: Field Medic (A) Recharge Reduction IO Level 32: Upgrade Robot (A) Recharge Reduction IO Level 35: Tornado (A) Sudden Acceleration - Knockback to Knockdown (36) Superior Mark of Supremacy - Damage/Endurance (36) Superior Mark of Supremacy - Accuracy/Damage (36) Superior Mark of Supremacy - Accuracy/Endurance (37) Superior Mark of Supremacy - Accuracy/Damage/Endurance (43) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 38: Lightning Storm (A) Sudden Acceleration - Knockback to Knockdown (39) Decimation - Accuracy/Damage (39) Decimation - Damage/Endurance (39) Decimation - Damage/Recharge (40) Decimation - Accuracy/Endurance/Recharge (40) Decimation - Chance of Build Up Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Red Fortune - Defense/Endurance (43) Red Fortune - Defense/Recharge (42) Red Fortune - Endurance/Recharge (42) Red Fortune - Defense/Endurance/Recharge (46) Red Fortune - Endurance Level 44: Mace Beam Volley (A) Sudden Acceleration - Knockback to Knockdown (45) Positron's Blast - Damage/Endurance (45) Positron's Blast - Damage/Recharge (45) Positron's Blast - Damage/Range (46) Positron's Blast - Accuracy/Damage/Endurance (48) Positron's Blast - Chance of Damage(Energy) Level 47: Web Envelope (A) Gravitational Anchor - Immobilize/Recharge (48) Gravitational Anchor - Accuracy/Immobilize/Recharge (48) Gravitational Anchor - Accuracy/Recharge (50) Gravitational Anchor - Immobilize/Endurance (50) Gravitational Anchor - Chance for Hold (50) Trap of the Hunter - Chance of Damage(Lethal) Level 49: Power Boost (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 1: Supremacy Level 2: Rest (A) Interrupt Reduction IO Level 4: Ninja Run Level 2: Swift (A) HamiO:Microfilament Exposure Level 2: Health (A) HamiO:Golgi Exposure Level 2: Hurdle (A) HamiO:Microfilament Exposure Level 2: Stamina (A) Performance Shifter - EndMod ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 8% Defense(Melee) 5.5% Defense(Smashing) 5.5% Defense(Lethal) 3% Defense(Fire) 3% Defense(Cold) 3% Defense(Energy) 3% Defense(Negative) 3% Defense(Psionic) 3% Defense(Ranged) 18% Defense(AoE) 2.25% Max End 113.8% Enhancement(RechargeTime) 6.25% Enhancement(Max EnduranceDiscount) 54% Enhancement(Accuracy) GrantPower Preventive Medicine (10% chance, if Scourge) 120.5 HP (15%) HitPoints MezResist(Confused) 75% MezResist(Held) 75% MezResist(Immobilized) 75% MezResist(Sleep) 75% MezResist(Stunned) 75% MezResist(Terrorized) 75% 17% (0.28 End/sec) Recovery 160% (5.35 HP/sec) Regeneration 25.25% Resistance(Smashing) 25.25% Resistance(Lethal) 40.25% Resistance(Fire) 40.25% Resistance(Cold) 24.5% Resistance(Energy) 24.5% Resistance(Negative) 26% Resistance(Toxic) 38% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Superior Command of the Mastermind (Battle Drones) 4% DamageBuff(All) 24.1 HP (3%) HitPoints 10% Enhancement(RechargeTime) 6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Defense(AoE) Panacea (O2 Boost) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.33 HP/sec) Regeneration MezResist(Repel) 1000% (10% chance) Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Luck of the Gambler (Steamy Mist) 7.5% Enhancement(RechargeTime) Reactive Defenses (Steamy Mist) 0% Resistance(All) Shield Wall (Steamy Mist) 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Gift of the Ancients (Steamy Mist) 7.5% SpeedRunning Impervious Skin (Steamy Mist) Status Resistance 7.5% Impervium Armor (Steamy Mist) 6% Resistance(Psionic) Expedient Reinforcement (Protector Bots) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Ragnarok (Freezing Rain) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) Preventive Medicine (Spirit Ward) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 15.06 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Steadfast Protection (Rune of Protection) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Impervious Skin (Rune of Protection) Status Resistance 7.5% Impervium Armor (Rune of Protection) 6% Resistance(Psionic) Unbreakable Guard (Rune of Protection) 2.5% Enhancement(EnduranceDiscount) 60.24 HP (7.5%) HitPoints Expedient Reinforcement (Assault Bot) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Superior Mark of Supremacy (Tornado) 10% Enhancement(RechargeTime) 15% Enhancement(Accuracy) 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) 4% (0.07 End/sec) Recovery 15% Resistance(All), 150% (5.02 HP/sec) Regeneration Decimation (Lightning Storm) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 9.04 HP (1.13%) HitPoints 2.25% Max End 6.25% Enhancement(RechargeTime) Luck of the Gambler (Scorpion Shield) 7.5% Enhancement(RechargeTime) Red Fortune (Scorpion Shield) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Positron's Blast (Mace Beam Volley) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Gravitational Anchor (Web Envelope) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1460;680;1360;HEX;| |78DA6D94C94F535118C5EFA3AF62270A5664EA884C2D5020E090B830715C4813A48| |2BA22B5147809EDC3B644882B17EE1D12E77FC08D2B1134C668621CFE0E374E208A| |1BDDD4AFEF9C4093FA92E6977BEEFD867BDED797583AE17E72FADA51A5D51F9F4F1| |50A538954A198C9678DDCB43D919A35D236254FADFC5A7776A6928BD9AC998B8F9B| |97CCA2912E842AB68E2DCECCC49345339FE5292337ABDC63A6391F4F9AF97426BFE| |CB516A399D474265F9833163CD63A919936D2462EE3B256A7E68DD9B9A2FFE48291| |8E57244FA4D21976B8DC2C3D75CAEF855DF129D9D5275DA9215DD5BCB581EF40FD3| |DF9016CFE082EE8DBB14A5DADB1B4CBA2699AA5E95A04E776F9C900B83B4886C0DB| |D2888D796C7F354B7B297DD9A9D97B95A535D4C2CB72AFB58D38D7EC045B5DA41BF| |47BC17E0F5890BE1CE8CBEE60AC730BF59D674077F940B730200CE8AA2E8AF52B69| |C4C5BA2E7A54B789FBD6FF247F817BB6C8923C2A28ED7A780BCF4A8D95B52809BCD| |074EF304EEF1D210F80FB0E9287C09BE250033B685847B791CF60C717F22BD8FD0D| |8C7D0717A59E0F37D77CD7912FB22CF4E9CA27FD35B2BFC6C7D8BB23B59AF8069B9| |AE0849F8E04E948F00F72077F83AFC5A116DEA9850E85E950980E85E950840E85A4| |761BEAA8B649E4BF21B503EC27C0B7FE467287A885A85D9112EDF4A39DF5F64F909| |3E479B0E30218BB082EE998FC726C2763BBEE2AEB5E5DF7C8FB60F703F211B826D7| |ED616C0FA728CA098C7102A39CC02827AF9F93F85C627B19DBCBBA7D4F719FBE15F| |219D8BF0A0EAC81AB121B676CFC2CFC1B182793E0D03972827C88BA1B6EA506E9DF| |20FDF357FE73AD498D55298355CA5095325CA58C5429A36585EF5939D05B62E7546| |94CE7B6EC6B6DE8CF51BFFD4528AD3BB7BF284A3B22D06DEA47A57618DAC67FCE6D| |566AB750FB1FF515E4C0| |-------------------------------------------------------------------|
  5. Hey guys, Thought I'd share this PvP video of a competitive 8v8 arena match on my thugs/kin MM! We played on Skyway and were running 2 emps, 1 mm, 3 blasters, 1 dom, 1 defender (nature). The general idea behind this lineup is we gather around every 2 minutes to buff the entire team with kinetics/nature buffs. My role is to mess up the enemies ability to target (when they tab they must tab through my pets) to disrupt the enemy offense and to provide extra damage on targets via pets and my shark attacks/KO blow. If anyone has any questions about what's going on in the vid let me know!
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